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CrimsonRebel
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2020-03-26 02:47:09 +0000 UTC
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Description
Horrible Cough: You are on disadvantage on all stealth checks, and have a 2 in 6 chance you must make a Con check to successfully cast spells with verbal components. [/u/EmpedoclesTheWizard]
Facial Tic: You have a distracting facial tic which causes disadvantage for you on all social checks. [/u/EmpedoclesTheWizard]
Impotence/Infertility: You become incapable of siring a child or becoming pregnant. [/u/EmpedoclesTheWizard]
Unfortunate Rash: You gain an unfortunate rash that covers a third of your face, a third of the surface area of your hands, and a third of the area of your genitals. It just looks ugly, and causes a reaction check in all situations that it might affect. [/u/EmpedoclesTheWizard]
Raspy Voice: Your voice becomes raspy, thin, and you occasionally completely lose it. Your voice cannot be heard further than ten feet away, and there is a 1 in 6 chance that you must make a Con check to successfully cast a spell with verbal components. You are unable to sing reliably. [/u/EmpedoclesTheWizard]
Spell Caster's Agony: You take one damage for each die of damage inflicted by a spell you cast. [/u/EmpedoclesTheWizard]
Accursed Recovery: All natural healing takes twice as long. You gets only half its hit points back (rounded up) from magical healing. [/u/EmpedoclesTheWizard]
Unintentional Tongues: When speaking to others, you have a 1 in 6 chance of speaking a language other than the one you intend to speak. The language you speak is (d6): 1. Infernal; 2. Chaotic; 3. Draconic; 4. The native language of the creature you are focusing on speaking with; 5. Celestial (in the fallen dialect); 6. Greenskin [/u/EmpedoclesTheWizard]
Horrible Corns: Your feet are damaged, and it is difficult for you to walk. Reduce your maximum speed by 5 ft. per round. [/u/EmpedoclesTheWizard]
Shakes: Your hands become unsteady. When you attempt to take fine actions, you roll at disadvantage. [/u/EmpedoclesTheWizard]
Chest Infection: You have difficulty breathing clearly. You have a -4 penalty to your Constitution. [/u/EmpedoclesTheWizard]
Heightened Emotions: You are unable to speak calmly about anything. When trying to convince someone of the urgency of something, you have a -2 to your check. [/u/EmpedoclesTheWizard]
Barren Crops: All crops you raise wither within a week. [/u/EmpedoclesTheWizard]
Forgettable: Anyone who hasn't seen you in a day or more has a 1 in 6 chance of not remembering you. Anyone who has not seen you in a week has a 3 in 6 chance of forgetting you. Anyone who has not seen you in a month has a 5 in 6 chance of forgetting you. When you are forgotten, any obligations for you are also forgotten, although those who forget you can be reminded of their obligations by written records. [/u/EmpedoclesTheWizard]
Horrible Dreams: Your dreams are haunted. Each night, you (d3): 1. lose 1 exhaustion; 2. do not lose any exhaustion; 3. gain 1d2 exhaustion (to a maximum of 4 exhaustion). [/u/EmpedoclesTheWizard]
Wasting Disease: Your maximum hit points are reduced by 1 hp per week, to a minimum of 1 hp. [/u/EmpedoclesTheWizard]
17. Stress Paralysis: Whenever you are stressed, you have a 1 in 6 chance each round of being unable to act. [/u/EmpedoclesTheWizard]
Lost to Allies: Whenver you are stressed, you have a 1 in 6 chance of being invisible to your allies, and unable to be heard by them. You are not invisible to those who are undecided or hostile to you. [/u/EmpedoclesTheWizard]
Toothless: All your teeth fall out. If you recover them somehow, they fall out again after 1d8+6 days. [/u/EmpedoclesTheWizard]
Dreary: Whenver you are above ground, the weather above you is always raining or snowing. [/u/EmpedoclesTheWizard]
Wrath of Wild Animals: When rolling encounter checks, roll twice: if either roll results in an encounter, you have an encounter. If wild animals are rolled as the encounter, roll twice for reaction, and take the more negative result. [/u/EmpedoclesTheWizard]
Die Alone: When you die, you will die without a living ally near you. [/u/EmpedoclesTheWizard]
Live Alone: You may have friends or allies, but you will never be close to anyone while you live. [/u/EmpedoclesTheWizard]
Taste of Ash and Dust: All food becomes tasteless to you. It becomes difficult for you to keep bodyweight on. [/u/EmpedoclesTheWizard]
Rhyming Curse: You lose a hitpoint anytime you do not speak in rhyme. [/u/EmpedoclesTheWizard]
Unable to Forgive: You are unable to forgive anyone for their slights against you. (From Red Sonja) [/u/EmpedoclesTheWizard]
Ghastly: Your appearance becomes horrific. Anyone seeing you must pass a Wisdom check or either attack you or flee screaming. [/u/EmpedoclesTheWizard]
Long Sleeping: When you sleep, you sleep for 1d6 days. If forced awake, you awaken without recovering exhaustion. [/u/EmpedoclesTheWizard]
Weakened Constitution: You do not recover failed death saves until you rest for a month in a place of safety. [/u/EmpedoclesTheWizard]
Withered: You appear to be elderly. (From Sophie in Howl's Moving Castle.) [/u/EmpedoclesTheWizard]
High Strung: Any time you are under stress, your first reaction is to lash out in an offensive way. Make a wisdom check to avoid lashing out at anyone who is causing you stress until that person is identified. [/u/EmpedoclesTheWizard]
Obedient: Anytime anyone commands you to do something, you must make a Wisdom check or follow that command. [/u/EmpedoclesTheWizard]
Stupidity: Each day, reduce your intelligence by 1d12-1. [/u/EmpedoclesTheWizard]
Obtuseness: Each day, reduce your wisdom by 1d12-1 [/u/EmpedoclesTheWizard]
Novel Actions: If you repeat an action that you took the round before, the action automatically fails. This includes actions that do not normally require a roll, such as casting the same spell you just cast. [/u/EmpedoclesTheWizard]
Stress Blindness: When under stressful situations, you have a 1 in 6 chance of going blind. You recover from blindness after ten minutes of rest. [/u/EmpedoclesTheWizard]
Artifact: When you die, your soul will be linked to some material possession you treasured in life. You will not be able to re-incarnate/be raised. Regardless of how the object is destroyed, while this curse is active, it will re-form after 1d12 months in a place within 500 ft. of where it was destroyed. Similarly, if it is untouched for a year, it will re-appear within 50 ft. of the person closest to it. (Inspired by SCP-1510) [/u/EmpedoclesTheWizard]
Clinical Lycanthropy: From what you believe to be midnight to dawn, you believe yourself to be an animal (d6): 1. Frog; 2. Horse; 3. Cat; 4. Monkey; 5. Goat; 6. Owl. You are not actually that animal, you just believe you are. [/u/EmpedoclesTheWizard]
Observational Lycanthrophy: In the presence of the person your heart desires, you always turn into a specific (d6): 1. Hound; 2. Rabbit; 3. Songbird; 4. Chicken; 5. Hamster; 6. Sheep. You can maintain this shape after the person departs, but you are unable to assume your animal form except in the presence of the specified person. [/u/EmpedoclesTheWizard]
Liar Liar: Nobody ever believes you. [/u/EmpedoclesTheWizard]
Life Connection: Whenever any creature within 30 feet of you takes damage, you also take 1 damage. [/u/jkruse05]
Rebirth: Character begins aging at 5 years an hour (or whatever rate you designate). When they reach 100 years (or equivalent), they die, turn to dust, and an infant crawls from their body’s clothing. Same character, full memories. It continues to age at the same rate. Repeat until curse is broken. [/u/jkruse05]
Sleepless: Unable to sleep, and thus potentially unable to heal or regain spells through long rest. Fatigue never exceeds 4 due to this. [/u/jkruse05]
Tears of Woe: The cursed begins to weep tears of blood uncontrollably, reducing their hit point maximum by a designated amount or their current hp by 2 an hour. [/u/jkruse05]
Death of the Undying: Must die once a day, first death each day is instantly healed, if the cursed hasn't died by midnight through other means, the curse kills "permanently," and the player can only be returned with Reincarnation or True Resurrection. If they die again after the one 'free' death per day, they die for real. [/u/jkruse05]
A Veil Unwound: A fragment of what you destroyed has a inkling of an effect on you. You hear in your tongue a voice inside your head that is not yours with visions of what it sees. It remembers what you did and knows what you will be thinking about doing. Make peace or war with it, it will remain until you do not. [/u/Th3R3493r]
Now it's your burden: they had a goal in life before you ended it. Now, you are forced to carry on where they left off. Not doing so leads to psychic damage until you relent or die. [/u/Th3R3493r]
MY QUIET IS LOUD: Your whisper is now a howling yell and your shouting would destroy your throat. Hope you know how to write and are not wanting to talk to anyone. Charisma and speechcraft is disadvantaged as is stealth if you try to tell info to your team, magic, or any craft you need to speak with. [/u/Th3R3493r]
Familiar Face and Worn out Places: Every face becomes like the face of the person you killed. They sound different and act differently, but, their faces are of the person you killed. Hope you like it. [/u/Th3R3493r]
Curse of Untamed Gasses: You cannot hold your farts and randomly roll for intensity. Stealth rolls with disadvantage. [/u/BrandonTheFlacid]
Curse of the Divine Vessel: Each long rest, roll a D20. On 20: gain +1 con until your next long rest. On 10 or below, only half hp and spells are restored. On 5 or below, no hp and spells are restored. On 1, all spells are depleted and you take a point of exhaustion. [/u/Fallstar]
Agony: Once per day, at a random time, you experience a crippling bout of pain and cannot act (except to scream) for 1d3 rounds. This can also be triggered by any fumble if your dm so desires [/u/EDHAddict8]
Malevolence: you radiate an aura that causes everyone, even former allies, view you as whatever alignment they would react worst to (if they were good, you'd seem CE and vice versa) regardless of your actions, or actual alignment. [/u/EDHAddict8]
Curse of Deathtouch: Any time you would deal or take damage from an attack, you deal or take additional damage equal to your character level. This damage bypasses temporary health, damage resistance, and all other forms of damage mitigation. [/u/Izunundara]
Curse of Ossification: While under this curse' effect, your DEX is reduced by 4, and all your movement speeds are reduced by 10ft to a minimum of 5ft. [/u/Izunundara]
Curse of the Ghoul: You require 5 times more food and water than a normal example of your species. When you are suffering effects related to starvation or thirst, all constitution and Fortitude saves are made at disadvantage, and further saves against starvation or thirst recieve a -2 penalty. [/u/Izunundara]
Fleshcreep Curse: Your skin seems to occasionally spasm and squirm, as if swarms of burrowing creatures crawl under your flesh. Any concentration check you roll that is divisible by 4 (4,8,12,16,18) and successful, you must reroll it and take the new result. [/u/Izunundara]
Curse of The West Witch: Ordinary water burns your flesh. Water now deals damage to you as per acid flask. [/u/Izunundara]
Childishness: You look like a child, and adults never take you seriously. You have disadvantage on social checks with adults. Roll 1d10+3 to determine your apparent age. [/u/FemaleAndComputer]
Night Owl: You can only sleep when the sun is up. You gain no benefit from long or short rests taken at night. [/u/FemaleAndComputer]
Ringing: Every time you talk, anyone who can hear you experiences ringing in their ears until you stop speaking. Disadvantage on social checks. [/u/FemaleAndComputer]
Nudity: You always appear naked, even while fully clothed. Disadvantage on social checks, unless in a situation that would normally involve nudity. [/u/FemaleAndComputer]
Atrophy: Your strength ability score is decreased by 1 each day for seven days. (You retain this loss of strength after the 7 days are up). [/u/FemaleAndComputer]
Magnetic: Attacks with metal weapons have advantage against you. When an anyone within 5ft of you is attacked with a metal weapon, the attack is automatically redirected toward you. [/u/FemaleAndComputer]
Pin Cushion: Ranged attacks have advantage against you. When anyone within 10ft of you is the target of a ranged attack, the attack is automatically redirected toward you. [/u/FemaleAndComputer]
Easy Death: Your death save DC is now 12. [/u/FemaleAndComputer]
Magical Impairment: You can no longer do magic normally. Material components for any type of spell become inert if you attempt to use them, and those spells fail. You may only use spells that have no material components. [/u/FemaleAndComputer]
Wild Magic: When you attempt to cast a spell, roll a con save against your spell save DC. If you fail, your spell has a random effect instead of the effect you intended. Roll on the wild magic table (or similar table) to determine the effect. [/u/FemaleAndComputer]
Lightweight: Whenever, after one drink, you try to drink another alcoholic beverage, you must make a con check to see if you can handle not throwing up. The next morning, you suffer a hangover. Note: This Curse can be temporarily resolved, for 1 day for using a Lesser Restoration Spell [/u/By-The-Pope]
Vegan Curse: The afflicted will vomit all the contents of their stomach if they ever eat meat again. [/u/Ephsylon]
Curse of Divided Attention: The bearer of this curse has disadvantage on investigation checks, and if concentrating on a spell will need to make a DC 10 concentration check at the end of each turn to maintain it. [/u/EmpireofAzad]
Curse of The Tally: Everyone is aware of how many things you have killed. It manifests as a glowing crimson tally over your head. [/u/Fish_can_Roll67 ]
Blood Curse: From now on when you take damage of any kind, you have a 1 in 6 chance of receiving a Bleeding Debuff. 1d4 additional bleeding damage will be inflicted each turn* until player is healed by an item, spell, long rest, or a medium difficulty medicine check. [/u/springtiem]
Ethereal Load: You are carrying an ethereal load that affects you physically: You are considered to be carrying 14 lbs.1 more than you are actually carrying. 1: One stone for that medieval feel. [/u/EmpedoclesTheWizard]
Hooked on a Feeling: This curse doesn't do anything, besides identify as you being cursed. [/u/EmpedoclesTheWizard]
Poltergeist: You are haunted by a spirit. Once per day, at an inopportune time (while you're concentrating on something or trying to make a good impression), it will telekinetically poke you for 1d3-1 damage (additional -1 when within sight of sunlight). [/u/EmpedoclesTheWizard]
Haunted: You occasionally hear sounds that nobody else can hear: cries of the damned, pounding fists from someone trapped in a box, or the wailing of orphaned babies. Take a -2 when making listen checks, and if you roll a natural 1 for initiative on the first round of combat, you are treated as surprised. (Pre: d20/group initiative: you are surprised one number higher than the rest of your party). [/u/EmpedoclesTheWizard]
Chased: When you listen, you can hear the moans of something in the wind, and you know it's for you. The rest of your party hears it, too. Whenever you rest for a short while, roll a d20, or for a night's rest, roll a d6. On a 1, your rest is interupted by a mob of 2d6 slow zombies. They just keep coming. If you destroy them, they turn into dust within a minute. They can be held at bay by a circle of protection from evil, or a circle of protection from undead, and will not manifest in a consecrated place that you consider holy. [/u/EmpedoclesTheWizard]
Revenge from Beyond the Grave: Each night of a new moon, you are assaulted by a poltergeist, +1 for each time this has already happened under this particular curse. Each poltergeist inflicts d3-1 damage. Any poltergeist that inflicts zero damage is unable to manifest further. The rest continue attacking, until all have rolled a zero. They can be held at bay by a circle of protection from evil, or a circle of protection from undead, and will not manifest in a consecrated place that you consider holy. [/u/EmpedoclesTheWizard]
Distracted: You are haunted by distracting thoughts. -10% experience. If using milestone experience, you level up one session later than the rest of your party. [/u/EmpedoclesTheWizard]
In Fear of a Household Pet: Household pets really dislike you. They hiss or bark at you (as appropriate), urinate or vomit on where you recently sat, and generally make a fuss. Intelligent creatures in the form of pets (e.g. familiars, awakened creatures) will feel a similar emotional response, but can prevent it if they choose to make the effort. Be especially wary of lop-eared rabbits with attitudes. [/u/EmpedoclesTheWizard]
Doubled: People keep mistaking you for someone else. This is almost always just someone inconvenient, but it can slow you down, and lead to you being held responsible for things you didn't do, or not doing things that people think you should have done. [/u/EmpedoclesTheWizard]
Apparently Intoxicated: You strangely start to smell of alcohol, and have difficulty with both concentration and bodily co-ordination. While it's not autobrewer's syndrome, it certainly seems similar. Each combat or each time you are stressed to make a good impression, reduce your dexterity and wisdom each by 1d8. [/u/EmpedoclesTheWizard]
Clumsy: Each round you need to either move especially carefully or handle something fragile or delicate, you must make a dexterity check or do something clumsy. [/u/EmpedoclesTheWizard]
Temper Temper!: While you are above half hit points, whenever you are injured by a creature, you focus all of your attacks on that creature, until that creature goes down, or another creature damages you. [/u/EmpedoclesTheWizard]
Pseudokleptomaniacal: While nobody is observing you, small things within your reach which weigh less than a pound have a 1 in 20 chance each round of ending up on your person. You don't remember actually taking these things. It's almost like they teleport onto you. [/u/EmpedoclesTheWizard]
It's Just a Cold: Anytime you are not running or fighting, your nose is running, and you have a 1 in 6 chance of sneezing each round (don't check unless it matters). Anyone who has been around you for an hour or more has a 1 in 3 chance of developing the same symptoms, until they've been away from you for at least a week. [/u/EmpedoclesTheWizard]
Best Before Now: Within ten feet of you any open milk spoils, any produce wilts and shrivels, any bread goes stale, and any cheese starts to develop a coating of mold (10% per round). Unpreserved meat has a 1 in 10 chance each round of a maggot spontaneously forming on it. [/u/EmpedoclesTheWizard]
Bully Bully: Whenever you are in a settlement, the local bully always finds you within 2d6 hours. 9 in 10 times, they're just a big level 0 bully, but sometimes they have class levels (1d10L, class is 1d6: 1-3 Fighter; 4-6 Thief/Rogue). They are always grumpy and drunk. [/u/EmpedoclesTheWizard]
Shabby: Each day thereafter, something extra causes inconvenience. A broken backpack strap, belt, shoe, pouch string, bow string; a container springs a leak; food gets mouldy or you spill it all down your front; your map gets partially erased; a weapon becomes fragile (may only break later); your sleep is ruined by a nightmare; a spell component goes off; or you set up camp only to discover you left something important at your last encampment. [/u/milandare]
Taunting Fate: Whenever any opponent has an even choice to attack you or to attack anyone else, they attack you. [/u/milandare]
Asymmetry: Any time you handle symmetric objects (such as a pair of boots or gloves) you find they're both the left ones. Using such objects typically reduces dexterity but may even make some things unusable (such as steel gauntlets). The objects can be restored by giving them both to someone else. [/u/milandare]
Bad Things Happen in Threes: Whenever your save or to-hit roll fails, then so do the next two. The fourth roll is made normally, but if it fails the rule of three applies again. [/u/milandare]
Divine by Zero: Any magical (not clerical) divination you successfully make has a 2 in 6 chance of being exactly wrong. For divination wizards, this is reduced to 1 in 6. [/u/milandare]
Creepsakes: Everyone you kill thereafter is found to be carrying recognizable keepsakes from one of your loved ones. A wife's scarf, a daughter's toy, an uncle's pipe... [/u/milandare]
Curse of the Birthed Stone: When you take bludgeoning damage, choose one party member: they take 1d6-1 force damage for every 10 bludgeoning damage you received in a round. [/u/Fallstar]
May Your Blade Chip and Shatter: When you attack with an edged weapon, on a natural one, the weapon chips, taking a -1 penalty to damage it inflicts. The third time it would chip, it instead shatters. When using a blade outside of combat, roll a d20. On a natural 1, you (d6): 1-4. Cut yourself for 1d6 damage; 5-6.: chip the blade. [/u/EmpedoclesTheWizard]
In St. Murphy's Footsteps: When you are going somewhere, you have a 3 in 6 chance of going the wrong way for each choice you must make (a fork in a road, choosing which door to open, and so on). This is true regardless of how well you know the path--even to your childhood home. [/u/EmpedoclesTheWizard]
Blinded by Parliament: Within a week, when you are outdoors, and would otherwise be unbothered, you are swarmed by ravens, who will peck out (d6): 1-3.: your left eye; 4-5.: your right eye; 6.: both eyes. [/u/EmpedoclesTheWizard]
Verbal Torrent: Whenever you speak, instead of words coming out, one of the following always comes out (d6): 1. toads and tadpoles; 2. 1d20 copper coins; 3. a cup of excrement; 4. 1d6 pieces of cut, coloured glass (take 1 hp dmg for each one as they cut your throat, mouth, and tongue); 5. sourmilk; 6. a half-pound of cockroaches. [/u/EmpedoclesTheWizard]
The party has a strict time limit. In and out of the mission in 5 minutes. No more, no less.
Any gold earned needs to be dropped off with a secondary group to divert attention.
A second group is breaking and entering, and need a diversion. Your goal is to captivate the crowds with a performance.
A famous individual is attending a local event. The crime lord wants the party to capture and bring back the person in one piece.
The crime lord is worried about this heist going sour. He is supplying a perfect replica of the item you've been sent to steal- go in and replace everything exactly as it was when you entered, down to relocking doors and windows.
1-Tell my wife i love her
2-No... not now... i have to... i have to...
3-It was about Damn time
4-Oh my god! Am i dying? I am!
5-Why do i feel dizzy...?
6- coughs up blood well that ain't right...
7- This is not...how it's...going to end... (labored the whole way through, "end" is barely a whisper)
8- Well, you can't be in charge forever
9- I've done my part, I'm ready for (good aligned cleric/Paladin god) to take me
10- (Fearful) No, you can't send me to (Lolth or Orcus or other evil god)!
11- Lego Yoda death sound
12- Okay, that one hurt
13- (In response to being murderhoboed) Why? I just wanted to sell my wares...
14- • "Herk, ble-ag!"
15- • "I was on your side, you team-killing f**k-tard!"
16- • "Ow, the back of my head!"
17- • "Protect me, cone!"
18- • "Higakergerk!"
19- • "Oh, son of a-"
20- "and as always I am 7 steps ahead of you"
21- "Tell my (preferred spouse title)... Thay was a bitch"
22- "And I would have gotten away with it too if it wasn't for you meddling kids and that dog"
23-
You idiots...
24-
modem dialup sounds
25-
Let us cross over and rest in the shade.
26-
I'm fine. Just let me rest a mo....
27- "I'm no doctor but... I'm pretty sure a hole in your chest's a bad thing."
28- • “As it was ... foretold...”
29- • “ha... hahaha ... HAHAHAHAHA!”
30- • “It’s just ... just a flesh wound,”
31- • “I don’t want to ... I don’t want to die,”
32- I die for my people...
33- But I had the bigger sword... (note: they only had a dagger)
34- Literally any dialogue from borderlands psychos.
35- "The sadness will endure forever." (Vincent van Gogh)
36- "Fine, then you'll never.. learn the location of the...."
37- "Ouch! What the hell man?!"
38- "You're.. working for.. the wrong side.."
39- "Shit."
40- "I may die here, but even decomposition wont make me smell as bad as you. Gross."
41- "This isn't even my final form."
42- "No.. but he promised me so much more.."
43- -No! It’s supposed to be YOU dying!
44- -Burn my body... please... I don’t want the others to see me like this
45- -You’re a cruel one, (name of the party member)
46- -I will arise again, and you will fall to earth like a bird. A bird with crippled wings.
47- -Do it! You’ll only make me a martyr
48- -NO! I was just starting to have some fun.
49- -You could have let me cut something off of you... a hand... a finger... a toe? Some appendage....... some would....
50- -The gods smile upon you. Not because you are right. But because of the revenge they’ll get for my death
51- -I suddenly regret all of my decisions leading up to this point of me dying
52- “Go ahead, kill me. I’d like to see you try.”
53- Fuck..... Off
54- Impossible! I am [Name]
These are stolen from several inspirations. Some of them have been translated or modernized.
55- • A pox on both your houses.
56- • And you, Brutus?
57- • My soul is clogged with blood. I cannot rise, I cannot ask for mercy! It is too late, he drags me down!I sink! I sink! My soul is lost forever!
58- • Now my spells are broken, and the only power I have is my own, which is weak.
59- • I'm dying! This poison overwhelms me! I will not live to hear the news of home.
60- • Celebrate, my friends! This comedy has come to an end!
61- • I am bored with it all.
62- • Now comes the mystery.
63- • Give my books to my friends!
64- • I see black light.
65- • Let's cross the river, and rest under the shade of the trees.
66- • Can't you stop this pain?
My throne awaits me.
My carriage has arrived.
Death is temporary, scars are forever.
Death? Glory? Gold? Pleasure? Nothing awaits me.
Its not my blood, It is not my blood it... it... is... not...
Why do i smell ashes?
You did this to me... for what?
I wont die by your hands! Slits own throat
I am certain... this isnt a dream...
“My Lord, May I join your table?”
“Hark, I see my mother, my father seated beside her”
“Dead men tell no tales”
“I guess you’ll never know the truth about (PC)”
“I shit myself”
“incoherent screeching”
I like that list! But it totally depends on the enemy and on how he dies. Is it a humanoid speaking common, that is dieing by a sword? Or by fire? or by poison? Or is it a non humanoid intelligent creature?
But still, here are three things that come to my mind:
"You think this is it?"
"I feel... cold?"
"I will come back. I will come back and haunt you, fool"!
"... hmph." "At last, FREEDOM!" "The final jest..." Garbled string of choked-out words "S-st-stop!" Grabs PC's leg and screams "Bring me to the river!" "Take... my head. Burn it before... he..." Sigh. "Here we go again." "My blood! Oh, my blood!" Weakly stabs self. "I've WON!" "Where's... the payment?"
• [deliriously] "What's this red stuff leaking out of me?" • "How dare you make me bleed my own blood!" • "OOWW!!! WHAT THE HELL, DAMN GUY!?!?" • "I should have listened to mother and became a [insert career here]" • "I regret... nothing! My life was awesome until now!"
“AAAAAAAAAAGGGGGGHHH!!!”
“OH SHIT I DIDNT REALIZE HOW MANY SWORDS YOU HAVE!”
“Uh...” turns to teammate “you know reincarnate, right?”
“The boss’s gonna kill me for this! Oh wait...”
“Haha! Your nerdy magic shit is no match for my big ass axe- OH FU-” dies
“...Adieu...”
Literally any Darkest Dungeon Ancestor quote
Looks up at the person who delivered the killing blow “...revenge... REVENGE!!!”
Turns to teammate “I BLAME YOOOOOOOOOOOOOUUUU!!!”
I’ll think of others
Tell your wife I love her ...
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